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<h1>class <a name="neCollisionTable">neCollisionTable</a></h1>
<p>Using the collision table, the application can specify the response whenever 
  two bodies collide in the simulation. Each body in the simulation has a collision 
  ID, which defaults to 0. A collision table contains a neResponseBitFlag for 
  each pair of collision IDs. A neResponseBitFlag equal to <font COLOR="#a000a0">RESPONSE_IGNORE</font> 
  means the collision will be ignored; no collision impulse or collision callback 
  will be performed. The application can retrieve the neCollisionTable by calling 
  neSimulator::<a href="neSimulator.htm#GetCollisionTable">GetCollisionTable</a> 
  function.</p>
<p><font COLOR="#0000ff">typedef</font> <font COLOR="#0000ff">enum<br>
</font>{<font COLOR="#a000a0"><br>
&nbsp;&nbsp; </font> <font COLOR="#a000a0">RESPONSE_IGNORE</font> = 0,<font COLOR="#a000a0"><br>
&nbsp;&nbsp; </font> <font COLOR="#a000a0">RESPONSE_IMPULSE</font> = 1,<font COLOR="#a000a0"><br>
&nbsp;&nbsp; </font> <font COLOR="#a000a0">RESPONSE_CALLBACK</font> = 2,<br>
&nbsp;&nbsp; <font COLOR="#a000a0">RESPONSE_IMPULSE_CALLBACK</font> = 3,<br>
}<font COLOR="#a000a0">neReponseBitFlag</font>;</p>
<p><font COLOR="#0000ff">enum<br>
</font>{<font COLOR="#a000a0"><br>
&nbsp;&nbsp; </font> <font COLOR="#a000a0">NE_COLLISION_TABLE_MAX</font> = 64,<br>
};</p>
<p><font COLOR="#0000ff">void</font> <font COLOR="#880000">Set</font>(<font COLOR="#0000ff">s32</font>
<font COLOR="#808080">collisionID1</font>, <font COLOR="#0000ff">s32</font> <font COLOR="#808080">collisionID2</font>,
<font COLOR="#a000a0">neReponseBitFlag</font> <font COLOR="#808080">response</font>
= <font COLOR="#a000a0">RESPONSE_IMPULSE</font>);</p>
<p><font COLOR="#a000a0">neReponseBitFlag</font> <font COLOR="#880000">Get</font>(<font COLOR="#0000ff">s32</font>
<font COLOR="#808080">collisionID1</font>, <font COLOR="#0000ff">s32</font> <font COLOR="#808080">collisionID2</font>);</p>
<p><font COLOR="#0000ff">s32</font> <font COLOR="#880000">GetMaxCollisionID</font>();</p>

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